GameRanger: -"ModSwap" version works with GameRanger -"ModInstaller" version does not work with GameRanger

Summary of changes related to game play: -Battle Groups do not recycle -Retreat is enabled. In order to use the Retreat feature ... "when force morale gets too low" needs to be activated (checked,in game) -no night turns after June 6 -"Large Hedgerow" and "Bocage" ... vehicles can not enter this terrain -Mortars have minimum firing ranges ... won't fire until beyond a certain range example: Medium Mortars 200m -GT Objective Bayeux Campaign notes at bottom of this page, as well as suggested game play rules

ver1.6 -Air Strikes Fixed: now same as TLD original values -Data: Workbook error checked and corrected (Dima) -updated several main gun sounds

ver1.5 List of changes - Dima: Reworked weapons/vehicle data, including: 1-All vehicles use their own weapons (not shared) 2-All AA MGs were removed 3-Open tops are much less vulnerable vs mortars 4-Hvy ACs are now counted as AVF - not vulnerable to small arms 5-ATGs have different rotation rates (f.e. it will take quite a time to rotate pak43) 6-Mortars are now much less accurate 7-All armor/penetration values were revised to be more realistic 8-No Fire animation for snipers (more realistic concealment) 9-smoke size reduced for: smoke grenade and 2"/5cm 10-numerous other edits for realism and historical accuracy

Elements changes: 1-Fixed Sandbags and Sandbag Barrier: now crush to Debris( 221) 2-Leaves 92,93,94,95: Hindrance: L,M,N ... was "0", now is "200" Protection: G,H,I,J ... now is "0" 3-Large Hedgerow: vehicles can not enter this terrain (done in ver1.4) 4-Small Hedgerow: changed to "block Line of Sight" (done in ver1.0)

ver1.4: -Naval Support is now as original TLD. No German Heavy Support -Support values tweaked -GJS vehicle graphics and wrecks imported -updated some sounds, -Naval icon replaces howitzer icon for Stragetic interface -Gammon icon fixed (ScrnGdg) -FJ (MG) Team changed back to one MG42 -Changed Schiessbecher firing sound (now same as M7 Spigot) -Retreat enabled in Campaign -Tank and Gun crews can be issued orders after abandoning -Most scout units are now privates, without a leader -Panther model 'A' available, now is the most common model -Panther Command tank is now an 'A' model -Most team names now have connotation denoting their branch -Enfield: increased power -MN: reduced range -Added Command Panther to 16/12 SS Panzer Active Roster -Large Hedgerow: vehicles can not enter this terrain -PG: new uniforms -various small data corrections

ver1.0: -Medium Mortars removed -5cm Mortar added to German BG's (limited quantities) -MMG and HMG changed to 3 and 4 man Teams -Recon Teams added. Most BG's have one in Active Roster -Naval support changed to Heavy support. Voice cues don't say "Naval" -Allied Heavy Support available for all maps -German Heavy Support available for (non beach) maps below Bayeux (on the Strategic map) ... in limited quantities (June 8,9). This represents Heavy support brought to Normandy -Support quantity values changed (Naval,Mortar,Air) -BG 901 Pz.Gr./Panzer Lehr replaced with 130 Pz./Panzer Lehr -Tiger I added to 130 Pz./ Panzer Lehr -130 Pz./Panzer Lehr arrives on June 9 -902/Panzer Lehr arrives on June 8 -2 inch Mortar smoke capabilities added, and new firing sound -M7 Spigot made into a new weapon, and new firing sound -Schiessbecher made into a new weapon -2 pzfaust 30 for German pzjäger teams (of all branches) -Spatrupp: replaced MP44 with MP40 -Light Mortar explosion animation size increased -Added a crew to the Füsiliere(MG) team -Grenade explosion animation size increased -Created separate GIR and PIR Platoon and Company HQ -Added another MG42 to FJ (MG) Team -Minor adjustments to some Allied Airborne BG's -Reduced number of Panzerschrecks in Active Roster of some BG's -Some Allied BG's arriving on June 7,8 will have three tanks instead of two in Active Roster -One less ATG for some German BG's -DD's replace 57mm ATG in Active Roster for 16/1 and 26/1 -Molotov added to Ost -Small Hedgerow: changed to "block Line of Sight" -Other minor corrections/adjustments -OnGroundFX sound mod included

GT Objective Bayeux Time line: June 7-9

Overview: The 12th SS Division, along with the 21.Panzer-Division, was the closest Panzer divisions to the landing beaches. Initial planning for both Divisions was to counterattack and retake Bayeux … considered a pivotal strategic hub. This plan was abandoned when the divisional staff were killed in a bombing raid. “The 21st Panzer division was grouped with two SS units under the command of Sepp Dietrich which were to push Northwest to retake Bayeux but this plan was abandoned when the divisional staff were killed in a bombing raid.”

For the purpose of this Campaign … Bayeux remains the highest priority objective, but Caen still plays an important role in the success or failure of the Campaign. Some German Battle Groups (in the Campaign) have a strength advantage, due to the makeup of their Active Rosters. Therefore, in order to best simulate the possibilities of the Campaign’s outcome … it is recommended to use the game play rules noted at the bottom of this page. Although, at times, the advantage weighs in favor of some of the stronger German Battle Groups … the Allies out number them and have greater overall presence, due to the comparatively slower arrival of some German Battle Groups.

The main objective, for either side, is to have control of Bayeux at Campaign’s end. note: for the purpose of this Campaign ... BG 915/352 represents various regrouped units from June 6 engagements

Points Cap - Suggested Rules:

"Active Roster" unit selection. It's basically just limiting players to use the point amount that is available in the Active Roster before the beginning of each battle. Any units can be selected, but the point total can't be exceeded.

Reasons for points cap:

1. Varied BG strength: A Battle Group's (BG) strength is directly related to the amount of points available in the Active Roster ... although the type of units available and the depth of the Force Pool are also important factors. Limiting a BG to the amount of points that is available, when a player enters the unit selection screen, ... provides a way of depicting varying strength among different BG's.

2. BG historical imbalances: The varied point strengths of different BG's represents historical imbalances between opponents in certain areas.

3. Prevents overloading with tanks and mortars, etc: It also prevents players from filling an Active Roster with high priced units or numerous mortars ... doing so (with a points cap) would reduce the number of available unit slots.

4. Resource management: Players are forced to manage units in a more specialized way.

5. BG type difffernces: A points cap will, in most cases, keep intact the inherent differences between BG types. For example: An armored BG will have four or five tanks, resulting in a strong 600-700 point BG ... while an Infantry BG (with two or three support tanks), will result in a 400-500 point BG. Therefore, an armored BG will naturally be (and remain) a stronger force ... instead of players just selected many tanks, etc (without a points cap).

Things to consider regarding Active Roster points cap

a. Changing units will, in most cases, lower your point total ... maybe by just a few points depending on what changes are made, and how close you can match the original amount.

b. Close Combat (CC) allocates different types of units to show up in an Active Roster ... reflecting the data in the "bgroups.txt" file. In most cases ... CC places the most point expensive unit of each type in each designated slot. Therefore, if one of your Tiger tanks is destroyed ... it will be replaced with a Tiger tank next time that BG battles (if one is available in the Force Pool). If a Tiger isn't available ... CC will put in a less costly unit of that type, or a less costly type of tank, and will continue to default down as less units are available, due to battle field losses. Therefore, as the more costly unit types are lost, and replaced by less costly ones ... your BG point total with be reduced ... thus simulating less strength due to losses.

c. Loss of a certain type of unit can result in a substantial loss in points total. For example: A BG with a one Command tank in its Active roster will have a high point value for that slot. If the only Command tank is destroyed ... the Active Roster will be filled with a normal Command Infantry team, resulting in less total points available. This is true for other slot types also. The strategy would be, when the last one of a high value type is left, ... is to replace it will a similar value unit from the Force Pool. Then if that unit is lost ... the original unit will again appear in the Active Roster, which then again can be replaced with a similar value unit. This keeps the slot from defaulting to a lower value type.

d. The challenge will be to keep your point total as close as possible to the original amount, without going over ... while at the same time getting the units you want into the battle.

e. It's possible to replace a tank with a mortar (if wanted) ... and when the mortar is lost ... the slot will default back to tank. But until the mortar, or lower value replacement unit, is lost ... the BG point total will remain less than the original amount. Thus a BG point total can possibly go down and then back up again ... in this circumstance. If you force a slot to use a less valuable unit ... it must remain until lost. Thus ... kind of a penalty for changing a slot unit.

Hi Andrew There is an error in the mod.ini file. While installing the mod (via ModSwap)... the ModSwap program refers to installing 1.8 instead of 2.0. This reference to the mod version needs to be corrected Everything else seems OK ... thanks

To all: Please don't download until this has been corrected ... thanks

I have a question as to why AT weapons like the Bazooka, PIAT, and shreck were changed to allow them to fire at all targets. I kept having my zook teams waste their rockets on infantry targets; so I went in and changed the values to only have vehicles as a valid target. I'm just curious as I'm sure there was a good reason why it was changed from that in the first place.

1. wrong Elements file was put in ... it is supposed to have windows and doors without high hindrance values. Was a mix up somewhere ... definitely not what I wanted to have in the release 2. noticed a German plane still in the Allied air strike 3. M10 Tank Destroyer has 3 times slower turret speed than Tiger ... noticed this while playing a while ago, that the M10 TD was always getting blown up ... just checked the data and found this strange error

I'm not sure it there are any more errors, but it would be a good idea to remove GT2.0 from CCS and Matrix until these things can be fixed ... thanks